using System;
using UnityEngine;

public static class LuaConst
{
#if UNITY_EDITOR
    public static string LuaDir = Application.dataPath;
#else
    public static string LuaDir = Application.streamingAssetsPath;
#endif

    public static readonly string[] LuaSearchRoots = { "GameResources/Script/Lua/", "GameResources/Script/Lua/Lib/", "GameResources/Script/Lua/BattleEngine/Src/" };//"Script/Lua/", "Script/Lua/Lib/", "Script/Lua/BattleEngine/Src/"

#if UNITY_STANDALONE_WIN
    public static string OSDir = "Win";
#elif UNITY_STANDALONE_OSX
	public static string OSDir = "Mac";
#elif UNITY_ANDROID
    public static string OSDir = "Android";
#elif UNITY_IPHONE
    public static string OSDir = "iOS";
#else
    public static string OSDir = "";
#endif

    public static string LuaResDir = string.Format("{0}/{1}/Lua", Application.persistentDataPath, OSDir);      //手机运行时lua文件下载目录

    public static bool LuaByteMode = true;                       //Lua字节码模式-默认关闭 ;
#if UNITY_EDITOR
    public static bool LuaBundleMode = false;                    //Lua代码AssetBundle模式;
#else
	public static bool LuaBundleMode = true;                    //Lua代码AssetBundle模式;
#endif
    public static bool BundleEncyptMode = true;

    public static string LuaEntranceScript = "Main";

    public static string LuaFPSDKInitFuncName = "GameSDKInit";

    public static string LuaInitFuncName = "GameInit";

    public static string LuaStartFuncName = "GameStart";

    public static string LuaTickFuncName = "GameTick";

    public static string LuaDisposeFuncName = "GameDispose";

    public static string LuaOnGUIEventFuncName = "OnGUIEvent";
}
